Book JT^"? — 



9 




The International Clover Game 

S. Letters Patent No. 733,793, Dated July 14, 1903 



This remarkable and well arranged 
game is scientifically devised. It owes 
its name to the following circumstances : 

r. That the clover leaf, symbol of hap- 
piness, adorns its sections. 

2. That the flags of all the nations of 
the world are represented by the colors 
in the sections or subdivisions. 

The games which may be played on 
this game or chart or Board are of a 
great variety, from the simplest for chil- 
dren to the most complex in which re- 
flection and calculation are necessary. 
The variety of the movements and 
march of the chessmen, the efforts to 
.reach the end, the combinations which 
the players might form, the payments 
and charges of points give to it great 
animation, and show that this game is 
up to the present age of business and 
activity. This game is sure to furnish 
a positive entertainment to young and 
old in all kinds of social gatherings and 
in the home circle. The diversity of 
games that may be played on this Board 
is endless, since none can be identical 
with the other. As everything in this 
game contributes to give to it animation, 
it is most important, in order to win, 
to be very careful as to the charges, the 
colors cast by the dice, and the number 
of sections which the' chessmen ought to 
cccupy. 

Notwithstanding all the aforesaid, the 
game is very simple to understand and 
does not offer difficult complications. 

The General Rales, the Technics, and 



the General Remarks refer to all the 
games, and the variations are explained 
in the different ways of playing. There- 
fore, we recommend, in order to soon 
be able to learn how to play without 
difficulty, a thorough study of the al- 
ready mentioned Rules, Technics, and 
Remarks. It will be well to begin by 
practicing the Steps Game, and when it 
has been thoroughly learned how to 
move the chessmen according to the 
"colors cast by the dice in every throw, 
and what is "charged" by every "falling 
in color'' "finals of games," etc., then 
practice the Charges Game. This once 
known, and the players accustomed to 
the charges and payments made in every 
throwing of the dice, which constitute 
the only difference between this and the 
previous game, they are then ready to 
play the Sales Game. This should be 
practiced a longer time, and once mas- 
tered, no difficulty will be encountered 
in playing the Backzuards, Forwards, 
Backwards , or Forwards, Races, and 
Clover games. The game last men- 
tioned may be played in a great many 
ways ; but once the Sales Game is well 
known this will be found very entertain- 
ing. All that is needed in these games 
is calmness, thought, and calculation in 
moving the chessmen in conformity with 
the colors and number indicated by the 
dice in every throw. Finally, do not 
play the next game without thoroughly 
knowing the previous and always prac- 
tice in the afore-mentioned order, name- 
ly : Steps, Charges, Sales, etc. 



i 



T-6> An 1 



GENERAL RULES. 

Any of the games may be played by 
two, three, four, five or six persons. 

i.— If six persons play, each will take 
one color, and throw the dice for his 
color once in each round. 

II. — If five persons, play, one shall, 
take two .colors and the other four one 
color each. Before beginning the game, 
the players sharp 'agree who is to take 
two colors; or it may be decided by lot, 
throwing a common die, and the one 
casting the highest number will take 
the two colors; but in case there are 
two throwing the same highest number, • 
the one throwing first will take them. 

III. — If the game is to be played by 
four, two will take two colors and the 
other two one color each. Who are to 
take two colors shall be decided accord- 
ing to the previous rule. 

IV. — If three are to play, each person 
shall take two colors. 

V. — When the players are two, each 
shall take three colors. 

VI. — In order to determine who is to 
be the first to throw the dice, let each 
player throw the common die, and the 
first to cast the highest number shall 
start the game. The starter should al- 
ways take the green color. In case of 
taking two colors, it is optional to take 
the green and white, or the blue and 
green; and in case of three colors, let 
him take green, white and red, or blue, 
green and- white ; or yellow, blue and 
green. The three players shall take the 
colors in front of each as they sit 
around the board. 

VII. — In the first game played, the 
first to throw the dice will be the one 
who has the green color ; in the. follow- 
ing games, the one who wins. 

VIII. — B e f o r e , commencing each 
game, the chessmen shall be placed in 
the large or Starting station, with the 
clover leaves having three lobes each of 
the same color. 



IX. — The dice shall be thrown by 
colors ; so that, in each round, the per- 
son or persons having two or three 
colors shall throw once for each color 
he has taken. 

X. — The dice-box and dice shall pass 
around from left to right and the chess- 
men shall move in the same direction. 
This rule means that if the green color 
is the beginner each should throw in 
this order : first, green ; second, white ; 
third, red ; fourth, black ; fifth, yellow ; 
sixth, blue ; then again, green, white and 
so on as before, to the end of the game. 

XI. — The chessmen shall count the 
stations they have to advance from the 
next of that on which, they stand. 

XII. — The colors indicated by the dice 
show which colors should advance and 
the dotted die indicates the number of 
stations the} r have to advance. 

XIII. — If the three dice cast the same 
color, and this is thrown by the person 
having that color, he shall win the game, 
and shall throw first in the next game. 

XIV. — If the three same colors were 
cast by other than the person having 
that color, the latter shall move his 
chessmen three times as many stations 
as indicated by the dotted die. 

XV. — If in throwing the dice two 
should cast the same color and the third 
a different one, the player having the 
duplicate color shall move his chessmen 
twice the number of stations indicated 
by the dotted die, and the one having the 
other color shall move his once the 
same number. 

XVI. — If the dice cast three different 
colors,, each player having those colors 
shall move their respective chessmen as 
many stations as indicated by the dotted 
die. 

It should be noticed that in both 
Boards the arrow-shaped stems of the ^ 
clovers indicate the direction in which 
the chessmen should be moved, whilst 
in Board No. I the stems of the .large 
clover forming a dominion show the 



color of each dominion and also the 
movement of the chessmen. In Board 
No. 2 the stems of the arrows show 
the color of each dominion, while the 
heads show the color of the winning 
station. 

These are the General Rules, applic- 
able to any and every Game elsewhere 
explained ; but in order that these Games 
may be thoroughly understood, we shall 
now proceed to explain the special mean- 
ing of some words herein used, which 
may be said to form : 

THE TECHNICS OF THE 
GAME. 

"I.— DOMINION, or a COLOR'S 
DOMINION.— This name is given to 
each of the clover-shaped group of 36 
subdivisions or stations in Game Board 
No. 1 (for children), and also the 36 
stations of Board No. 2, united by the 
arrow-headed stem. The stations should 
be counted from left to right, beginning 
by the large or starting station where 
the three lobes of the clover leaf are 
drawn in the same color, There are six 
Dominions, the Green, White, Red, 
Black, Yellow, and Blue. 

II. — INITIAL, or STARTING STA- 
TION. — Each of the six large stations 
with the clover leaf in one color, or 
Clovers Green,' White, Red, Black, Yel- 
low, and Blue. In these stations shall 
be placed the chessmen before beginning 
the Game. 

III. — FINAL, or WINNING STA- 
TION.— In Game Board No. 1 the win- 
ning station is the same as the Starting 
station ; and in Board No. 2, the Final 
station of the Green color, for instance, 
is that of the White colored Clover ; 
the Final' of the White is that of the 
Red colored clover ; the one of the Red 
is that of the Black clover, etc. 

IV. — TRANSIT STATION.— That 
subdivision where the chessmen stop 
when the colors cast are. duplicate or 
triplicate. 



V. — RESTING STATION.— The sub- 
division where the chessmen stop to wait 
for their next move. 

VI. — STEP. — To move a chessman as 
many stations as indicated by the dotted 
die. Examples : If in a cast the dice 
show three different colors and three 
dots, each of the chessmen of the colors 
cast takes a "step" of three stations or 
subdivisions. If two of the dice should 
show the same color and the third a 
different one, and the common die should 
indicate one, the chessman correspond- 
ing to the duplicate color shall take two 
steps of one station each ; the first step 
takes the chessman to the Transit sta- 
tion, and the second, to the Resting sta- 
tion. The other color shall take one 
step of one station. — If the three dice 
should throw the same color and the 
other die six dots, the chessman of the 
color cast shall take — if not thrown by 
himself — three steps of six station each 
(See General Rules, XIII, above). With 
the first and second steps, the chessman 
passes through or touches two transit 
stations, and on finishing taking the 
third, it stays at the Resting station. 

VII. — TO FALL IN COLOR.— This 
happens when a chessman, stops, either 
on •transit or resting, at a station where 
the three lobes of its clover leaf have the 
same colors as those thrown in that play. 
For instance : let us suppose that the 
throw gives the colors Green, White, and 
Red and three dots, and that in moving 
the White chessman, its step of three 
stations ends in a station with a clover 
leaf colored Green, White, and Red ; 
since these were the colors cast in the 
play, the chessman taking that step is 
said "To Fall in Color." 

VIII. — FIRST THROW.— This is the 
way the player who starts the Game is 
called. 

IX. — TO SELL THE CHESSMEN. 
— In the Game of Sales and others, 
when a chessman passes from the Do- 
minion of one color to that of another. 



3 



X. — RETREATS. — To return a chess- 
man in the Game called BACKWARDS, 
or RETREATS. 

XL— ADVANCES.— The advance of 
a chessman in the Game called FOR- 
WARDS, or ADVANCES. 

XII.— TO GO WHERE POSSIBLE. 
— In the Game called Forwards or Back- 
wards, to advance or retreat the chess- 
men. 

The names of the Games which may 
be played on the Board are: I, the 
GAME OF STEPS ; 2, the GAME OF 
LOST STEPS; 3, the GAME OF 
CHARGES ; 4. the GAME OF SALES ; 
5, the GAME OF ADVANCES ; 6. the 
GAME OF RETREATS; 7, AD- 
VANCES AND RETREATS; 8, the 
GAME OF RACES ; 9, the GAME OF 
THE CLOVER. 

THE GAME OF STEPS. 

(For Children.) 

This Game is especially designated for 
children, and it is preferable to play it 
on Board No. 1. Four dice should be 
used, three marked with clover leaf lobes 
and one with dots. Each player shall 
take one chessman for every color he 
takes ; the chessmen shall be placed in 
.their respective Starting Station. 

1. For deciding who will take two 
colors and who will take one, see Gen- 
eral Rules, II. 

2. In order- to decide who will be first 
throw, see General Rules, VI. 

3. Each player, beginning with the 
first throw, throws the dice in his turn 
and, according to the colors of the clover 
lobes on the three dice and the dots on 
the other, the chessmen shall be moved, 
in accordance with General Rules XII, 
XIII, XIV. 

NOT A BENE.— The three preceed- 
ing rules are applicable to every Game, 
and for this reason shall not be repeated 
in the explanations of the other Games. 



4. Whenever a chessman arrives eitner 
in transit or for resting, to a station with 
the three colors cast in that throw, the 
owner of the chessman shall say "I fall 
in color," and shall collect from each of 
the other players according to the fol- 
lowing rules : 

(a) . If the three colors cast are 
different from each other, each player 
shall pay to the one who. fell in color, 
one point. The player with one color 
shall pay one point ; the one with two 
colors shall pay two points, one for each 
color, etc. 

(b) . If two of the colors were the 
same and one different, and the chessmen 
of the single color falls in color, each of 
the other players shall pay him one point. 
If the one who falls in color is that of 
the double color, each of the other play- 
ers shall pay him two points. 

(c) . The payment for "falling in 
color" shall be made whether the chess- 
man falls in station with the same colors 
cast in that throw on transit or for rest- 
ing. When a chessman takes two steps 
and falls in color both on transit and 
for resting, the owner shall collect for 
the two fallings in color from each of 
the other players. 

d). In order to win the Game, it is 
necessary to go around the whole Do- 
minion and to return to the Starting 
station in Board No. 1, and in Board 
No. 2, to go over every station of the 
Dominion and to arrive, by actual count, 
to the Final station. The Game is won 
also when the three dice cast the same 
color belonging to the player who throws. 
Example: Suppose the player who 
throws the dice has the White color and 
he throws three white lobes ; in this case 
he wins the Game, and collects three 
points from each other player and shall 
be first throw in the next Game. 

(e). When a player is lacking less 
than six stations to finish the round of 
his Dominion in Board No. 1, or to get 
to the Final station in Board No. 2, if 



his color were thrown and the dots in- 
dicated more stations than he is lacking 
to finish, he shall advance to the final 
station and thence return the number of 
stations necessary to complete his step, 
doing the same thing every time until 
his chessman rests in the Final station. 

(f) . In case a duplicate number is 
thrown, and the dotted die indicates the 
exact number of stations lacking to win 
the 'Came, the chessman shall rest at the 
Final station instead of counting the 
double step, and shall collect according 
to rule "(d)." The same thing shall 
be done in case a player throws a tripli- 
cate color, not his own ; the chessman 
shall not go on counting, but shall rest 
at the Final station, either on transit or 
for resting, and shall collect as already 
said. 

(g) . In no case shall a chessman go 
backwards and forwards in the same 
throw when two or three steps have to 
be taken ; once beginning to retreat, it 
shall not stop until it has finished the 
number of steps it has to take. 

(h) . By rules (e) and (f) is estab- 
lished that the first to reach the Final 
station, either on transit or for resting, 
shall win the Game, collect three points 
from each of the other players, and be 
first throw in the next Game. 

THE GAME OF THE LOST 
STEPS. 

(For Children.) 

This Game is played with the same 
number of dice as the previous one, and 
each player takes one chessman. Follow 
the same rules of the other Game, with 
the following exceptions : 

(a) . Every time the dotted die marks 
six, the chessmen of the colors cast, if 
three different, instead of advancing six 
stations, shall retreat six stations. 

(b) . If with the six dots, one of the 
colors were duplicate, and one single, 
the duplicate color shall retreat two 
steps of six stations each, the single 



color shall take one step, of six stations 
also, going backwards. 

(c) . If the three dice cast the same 
color as that of the player who threw 
the latter shall win the Game, even if 
six dots, were cast ; but if the color cast 
belongs to another player, the latter 
shall go back to the Starting station, to 
begin the Game anew, when his color be 
thrown. 

(d) . No chessman shall retreat when 
the six dots are cast in the following 
cases: (i) When the chessman has not 
been moved from the Starting station : 
(2) When the chessman is resting on a 
station where the clover lobes show the 
same colors as those thrown up by the 
dice. In the last case, the player shall 
collect for having fallen in color. 

(e) . When a chessman has to retreat 
and passes on transit or rests in a sta- 
tion with the same colors as cast in that 
play, the player shall collect for having 
fallen in color. 

(f) . If in retreating, a chessman 
reaches the Starting station, it shall rest 
there to await another throw, to begin 
the Game over again. 

(g) . The way of winning the game- 
and payments for falling in color are 
the same as of the Game of Steps. 

Recapitulation. — Whenever the dotted 
die casts 1, 2, 3, 4, or 5, the chessmen 
of the colors thrown advance the corre- 
sponding number of stations, and when 
the number six is thrown, they go back - 
that number of stations ; but if they 
reach the Starting station in retreating, 
they rest there, without finishing count- 
ing the stations still lacking. 

Nota Bene. — 1. If the Game is played 
on Board No. 2, the chessmen have to 
go through the whole Dominion, and 
reach the Final station. 2. Once learning 
how to play the next Game of Charges-, 
it may be played in the same way this 
one is played, in which case, when the 
number six is cast, nothing shall be paid 
for throwing the dice (See explanations 
of the next Game) . 



5 



THE GAME OF CHARGES. 

( Sp cially Adapted for Young- Men 
and Women. ) 

This is played with the 'same dice 
and chessmen as the last Game, and on 
any of the two Boards, although the No. 
i is the most suitable. 

The moving of chessmen, charges for 
falling in color, and winning, and way 
of ending, are the same as in the Game 
of Steps. The only difference is that the 
player who throws the dice charges (or 
collects) points, in accordance with the 
following rules : 

1. If the three colors cast were differ- 
ent and -among them was the one be- 
longing to the player throwing the dice, 
the three colors move their chessmen, 
but do not pay any points to the player 
throwing the dice. 

2. If among the colors cast there was 
not the one belonging to the player 
throwing the dice, each one of the other 
players shall pay him one point. 

3. If in throwing the dice one color 
is duplicate and the other different but 
none that of the player who threw, the 
owner of the single color shall pay one 
point and that of the duplicate color, two 
points to the one throwing the dice, each 
'moving his chessman as explained. 

4. If one color was duplicate and one 
different, but the latter belonged to the 
player throwing the dice, the owner of 
the duplicate color shall pay one point 
to the one who threw the dice. 

5. If the duplicate color belongs to the 
player .throwing the dice, the other color 
shall move his chessman without paying 
anything. 

6. If the three dice cast the same color 
as that belonging to the player throwing 
the dice, it has been already explained 
that the player wins the Game and 
charges points to the other players ; but 
when the color belongs to another player 
he shall pay three points to the one 



throwing the dice and move his chess- 
men the three corresponding steps. 

From the six foregoing rules it will 
be seen that in this Game ; ( 1 ) the 
player throwing the dice, if he was not 
lucky enough to advance his chessman, 
gets compensation in the payment of 
points by those who advance theirs ; (2) 
if the one throwing the dice and another 
player move their chessmen the same 
number of stations, it does not cost them 
anything, as they are in the same cir- 
cumstances; (3) if the player throw- 
ing the dice advances his chessman more 
than other players he avails himself of 
his' good luck without any expense, and 
(4) if the lucky player was other than 
the one throwing the dice, the latter ad- 
vances one step, the former two steps 
and collects one point, the difference 
between two and one. 

The special features of this Game are 
that something is gained in every throw 
such as the payments for "falling in 
color," etc. For this reason no special 
stations are found — as in some other 
Game-boards — in which the Game is won 
or lost, since something may be gained 
in every station, according to the colors 
cast and the chessmen moved. 

NOTE.— The foregoing games are all 
very simple and can be easily iearned by 
children and young people. Those that 
follow, being capable of many different 
combinations, will also prove highly inter- 
esting to grown-up people, and although 
requiring greater care and calculation on 
the part of the players, will not prove diffi- 
cult inasmuch as the rules, with a very few 
exceptions, are the same as for Ihe pre- 
ceeding games. 

THE GAME OF SALES. 

This Game can be played only on 
Board No. 2. The number of dice and 
chessmen being the same as in the other 
Game. 

The payments for "falling in color" 
are as already explained. 

The Finals and charges in each throw 
are somewhat different on account of the 



chessmen, but these payments are based 
on the conditions already explained in 
the previous Game. The characteristic 
feature of this Game gives to it great 
animation and furnishes opportunity to 
the players to calculate and think which 
of his chessmen., he may happen to have, 
should move to the greatest advantage. 
In short, its chances for skill are end- 
less. 

THE SALE OF CHESSMEN 
AND PAYMENTS. 

1. When a chessman of any color has 
run the greater part of its Dominion, 
and is only lacking a few stations to 
reach the winning station, if its color is 
cast and the number of stations it has to 
advance is larger than what is lacking, 
the chessman shall not retreat, but shall 
go on into the next Dominion, and when 
it has finished the step or steps it has to 
take, he will find out whether the chess- 
man "fell in color'"' or not ; if it fell in 
color the player shall collect the cor- 
responding points, and then the owner 
of the Dominion in, which the chessman 
has entered shall pay him three points ; 
but thereafter the chessman shall be- 
long to the owner of that Dominion, 
This is what is called "to sell a chess- 
man."' In such cases one or several 
colors are left without chessmen, and 
others, on the other hand, will have two 
or three chessmen : but as the sales may 
continue all through the Game, the num- 
ber of chessmen changes in each Do- 
minion. 

It must be understood, that, for in- 
stance, if the Green color sells his 
chessmen to the White, the latter shall 
move only his own chessman when his 
color is thrown, for the Green chessman 
shall be considered, while in the White 
Dominion, White. Moreover, if the 
same Green chessman advances to the 
Red color's Dominion, it shall be consid- 
ered Red, etc. 

2. If the player is lacking, say, four 



stations to reach the Winning station, 
and his color and four dots- were cast, 
he wins the Game and collects three 
points from each of the other players, 
and the Game is ended. But if his color 
should be duplicate, and four dots, since 
he has to take two steps, the first takes 
his chessman to the Winning, station on 
transit, collects three points from each 
player, and with the second step he sells 
his chessman to the neighboring Do- 
minion. But in case, in taking the sec- 
ond step, it falls on color, he shall also 
collect, as explained in the General 
Rules, besides the three points for the 
sale of his chessman to his neighbor's 
Dominion. 

3. If any player throws the same color 
with the three dice, it has been already 
explained he wins the Game ; this must 
be understood to be the case even when 
he has sold his chessmen. But if the 
color cast is that of another player and 
he reaches the Final station with the 
first, or second step, he shall collect the 
three points from the other players, and 
with the next step, or steps, shall sell 
his chessman. But if he reaches the 
Winning station with the last step, he 
wins the Game and shall be first throw- 
in the next. 

4. The color (or player) left without 
any chessman shall charge to the colors 
cast when he throws the dice, even if 
that which was his own is thrown ; but 
he shall not pay anything when someone 
else throws his color. This rule shall 
be observed as long as he has no chess- 
men in his Dominion ; but if any chess- 
man is sold to him, he shall charge and 
pay subject to the rules already given. 

5. Any color with two or more chess- 
men shall pay as follows: one point for 
each of his chessmen, if any of his colors 
is cast ; two points if any of his colors 
comes duplicate, and three points if any 
of his colors comes triplicate, thrown 
by any one but himself. In compensa- 
tion, he shall take two or three steps 
with his chessmen of the colors cast, 



7 



being optional for him to take all the 
steps with one or more of his chessmen. 
For instance: (i) Color (or, player) X. 
has two chessmen in his Dominion ; 
color Y. throws none of his own, but 
among those colors he throws is X's 
color and three dots ; X. shall pay two 
points, one for each chessman, and take 
two steps of three stations each. (2) Z. 
color who has no chessmen throws X.'s 
color, duplicate, and six dots ; X. shall 
pay four points and take four steps of 
six stations each. (3) Someone else 
throws X.'s three colors and two spots ; 
X. shall pay him six points and take six 
steps of two stations each. If he has 
three chesmen, he pays three times and 
takes three times as many steps. He may 
take the steps with one or more of his 
chessmen, to suit himself, trying to fall 
on color or reach the Winning station ; 
that is to say, he must try either to win 
or to at least take the greatest possible 
advantage. 

6. A chessman sold in a certain throw 
should .not be moved by its new owner 
until the next time the color to whom it 
now belongs is thrown. 

7. The payment that the player with 
two or more chessmen has to make is 
deducted from the number of steps 
which each of the colors has to .take 
with their chessman or chessmen. For 
better understanding, the following ex- 
amples are given : 

(a) If the player throwing the dice 
cast three different colors, and he has 
only one chessman, if his own color did 
not come out he shall receive from the 
one with two chessmen whose color was 
thrown, two points ; because two steps 
the latter takes, less o steps taken by 
the one throwing, leaves two, which are 
the points he collects. 

But if the color of the player throwing 
the dice is among those thrown up and 
also among those of the person who has 
2 chessmen, the latter shall pay to the 
player 1 point, because 2 steps which the 



player gives to his opponent, less 1 
which the player himself is entitled to 
make, leaves 1 which is the point the 
latter collects. 

(b) If the color of the player throw- 
ing the dice is cast, and that of two 
chessmen comes duplicate, the same 
operation shall be made, as the player 
with two chessmen has to take four 
steps and the one throwing has to take 
one ; because four less one leaves three, 
which is the number of points the player 
with two chessmen has to pay. 

(c) If the color of the player throw- 
ing comes out duplicate, and the other 
colors cast belong to the player with 
two chessmen, he has not to pay any- 
thing, because two steps one has to take, 
less two steps the other must take v 
leaves o. 

Any other movement indicated by the 
color and dots cast, any player having" 
two or three chessmen, will be easily 
solved by the foregoing explanations. 

FINALS. 

8. As already said, in order to win in 
this Game, it is necessary for a chess- 
man to rest exactly in -the Winning 
station. To this end, the player with 
two or more chessmen in his Dominion 
must examine the places each of his own 
and the other players' chessmen occupy; 
if he wishes to bring the Game to an 
end, and he has a favorable chance for 
it, since he has to take two, four or six 
steps, according as he has one, two or 
three chessmen in his Dominion, he 
should take the first step or steps with 
the chessman or chessmen which cannot 
reach the Final station, trying to fall in 
color, and the last step with the chess- 
man that will rest in the Winning or 
Final station. But if, either intention- 
ally or by mistake, he begins the move 
with the chessman that shall rest in the 
Winning station instead of the other or 
others, he shall finish taking all the steps 



he has to, sell his chessman, and collect 
the corresponding points for transit 
through the Winning station and for 
the sale of his chessman. 

9. Two or three chessmen may occupy 
in this Game the same station, if that 
suits the player or the dots cast oblige 
him to it; but the player is not allowed 
to sell two or more chessmen in the 
same throw. 

10. The falling in color shall be 
charged even if the station is already 
occupied by another chessman. 

This Game of Sales is one of the most 
entertaining on account of its many 
variations, and once thoroughly learned, 
it will be played with the greatest pleas- 
ure. Something similar may be said of 
those Games hereafter explained. 

GAME OF RETREATS. 

( Or Backwards. ) 

This may be called the Game of dis- 
appointments and emotions. 

It is played on Board No. 2, and with 
the usual three dice with the clover 
leaves on, and another marked with 
Nos. 1, 2, 3, 4, 5, and the sixth face 
blank. The common die may be used, 
in which case the number six may be 
considered blank. Each player shall take 
one chessman. 

1. The payments for throwing the 
dice, fallings in color, and sales of chess- 
men are exactly the same as in the 
Game of Sales, with this exception 
only: Whenever the blank face of the 
die .is cast, nothing is paid or charged. 

2. Every time the blank face of the 
die is cast, the chessmen of the other 
colors thrown shall go back to the near- 
est station where those colors are found : 
provided, of course, these colors have 
been left behind. 

3. The Backward movement shall not. 
be observed in case the chessman which 
has to move occupies a station with the 
colors thrown. 



4. If a player throws his own color 
with the three dice, he wins the Game, 
even if the blank face of the die comes 
out. 

5. If the same color is cast by the three 
dice, but the color does not belong to 
the person throwing, and on the other 
die the blank face should come out, the 
chessman of the color cast shall retreat 
to the Starting station ; except in the 
case when the chessman has been sold, 
since in such case it does not belong to 
him any longer. This is the General 
Rule, for no chessman out of its Do- 
minion can return to it, and its owner, 
as explained in the Game of Sales, shall 
be the owner of the Dominion of the 
color in which the chessman stands. 

6. If a color should come duplicate 
and one different besides the blank face 
of the die, the chessman of the dupli- 
cate color shall take two steps back- 
wards, the first being to the nearest 
station and the second to the farthest 
with the color ; provided that in that 
space two stations with the colors cast 
are found, but if one is found only, the 
chessman shall go back to that alone ; 
should none be found, the chessman 
shall not go back at all. The single 
color shall retreat one step, if back of 
the station in which it stands there is no 
station with the color cast. 

7. If there were more than one chess- 
man in the Dominion of a player who 
has to retreat, it is optional for him to 
move the chessman or chessmen that 
suit him best; provided he can take the 
steps with more than one ; and if an- 
other should throw his color triplicate 
and the blank face besides, he shall take 
his chessmen to the Starting station. 

8. In case a color comes out duplicate 
and the blank face is thrown up, and 
the player with the duplicate color has 
two or three chessmen, if one of these is 
in a station with the colors cast, since 
this cannot be moved, another or others 
have to retreat, as it is obligatory to take 



the same number of steps backwards 
that he should have taken forwards, if 
possible. But if two of his chessmen are 
resting on color and he had still another 
chessman, this shall take the step back- 
wards, if possible, since we already know 
that two, or three chessmen at the most, 
may occupy the same station. 

GAME OF ADVANCES. 

This Game is played on the same. 
Board and with the same number of dice 
and chessmen as the previous. This may 
be called the Game of pleasures. 

It is in every respect similar to the 
Game of Retreats, with the only differ- 
ence that whenever the blank face of the 
dotted or numbered die is thrown, in- 
stead of going back, the chessmen are 
moved forward, stopping until the colors 
cast in that throw are found; but if the 
chessman is already occupying a station 
with those colors, it .shall remain without 
moving; the same being the case if the 
colors are not found in any of the sta- 
tions ahead. In case one of the players 
throws the same color with the three 
dice, but not his own color, as there is 
no station with the symbol or lobes of 
the clover leaf in the same color in his 
Dominion, except the Starting station, 
and this is back of any place occupied 
by the chessman, he shall advance three 
times five his chessmen ; that is to say, 
he shall take three steps of five stations 
each, which is the highest number that 
can be thrown when there is only one 
chessman in the Dominion. If there are 
two chessmen ii; the Dominion, six steps 
of five stations each shall be taken ; and 
in case of three chessmen in the Do- 
minion, nine steps shall be taken of five 
stations each. 

It was said in the preceeding Game, 
and the same thing may be said in this 
that when the blank face of the dotted 
die comes out, nothing is payed. 

Payments^ for falling in color, throw- 
ing of dice, sale and moving of chess- 



men when more than one in the Do- 
minion, etc.. are the same as in the pre- 
vious Game, all the change necessary for 
this being the substitution of the words 
retreat and go back for advance and go 
forward. 

THE GAME OF ADVANCES 
Oft RETREATS. 

This Game is played on the same 
Board and with the same dice and chess- 
men as the last two explained. It may 
be called the Game of joys and sorrows, 
pleasure and disappointments. 

1. The rules for this Game are the 
same as for the last two, as to payments 
for throwing, falling on color, sale of 
chessmen, etc., the only difference being 
that when the blank face of the dotted 
die is cast, the chessmen of the colors 
thrown either advance or retreat to the 
nearest station from that on which they 
rest where the colors cast be found. If 
the two stations with the colors are at 
equal distance back and ahead of the 
Resting station, then the chessmen shall 
not move at all. 

2. In case of the same color being cast 
with the three dice and the blank face 
of the numbered die besides, and the 
color belongs to the player throwing, we 
know that he wins the Game; but if the 
color belongs to another player, the lat- 
ter shall move his chessman or chess- 
men to the Starting station. 

3. When one color has two or more 
chessmen in his Dominion, as he has to 
take two or mere steps when his color 
comes out, according to the number of 
chessmen, if the blank face comes out, 
and he has two chessmen, one of which 
can advance and the other retreat, he 
shall do so ; but if both can either ad- 
vance or retreat, he shall move accord- 
ingly, being obligatory — whenever pos- 
sible, — to take the corresponding steps, 
either with one or more chessmen the 
player may happen to possess : it being 



10 



against the rules for the same chessman 
to move backwards and forwards or for- 
wards and backwards in the same throw. 

4. If a chessman is resting in a station 
with the colors cast, and the throw is 
favorable for advancing or retreating, 
■and there were in the Dominion another 
chessman which can advance or retreat, 
it shall move accordingly, and the other 
shall remain where it stands ; because, 
as we already- know that a chessman 
standing in a station with the colors 
-cast in the same throw cannot be moved 
in similar cases ; but any other may 
■come to occupy the same station. 

5. If one color rhould come duplicate, 
one different, and the blank face of the 
numbered die, and there were in the 
Dominion of the duplicate color two or 
more chessmen, one of which is in a 
station with the colors cast, the other 
chessmen shall advance or retreat ; but 
if two of the chessmen were in the sta- 
tion, or one in one station and the other 
in another station of the same colors, 
no move shall be made except in the 
case when there is a third chessman that 
can be moved. 

6. By the already given explanations 
is established, as a general rule, that 
whenever possible, the chessman or 
chessmen should advance or retreat to 
the nearest station of that they occupy, 
every time the blank face of the die 
comes out, two chessmen, or at the most 
three being allowed to rest in the same 
station. . 

THE GAME OF RACES. 

This is played on Board No. 2. Three 
dice with clover leaf and three common 
-dice are needed to play this Game. Each 
player has a chessman. 

1. In this Game, the step is composed 
of the sum of the dots on three dice 
thrown, so that each step cannot include 
Jess than three stations and not more 



than eighteen. For example ; if in cast- 
ing the dice, numbers six, two and four 
come up, the step should include 
twelve stations ; if three ones should be 
thrown, it will include three stations, 
and eighteen stations if three sixes are 
thrown. 

2. The payments for throwing the dice, 
falling in color, whether on transit or 
resting, are the same as in the Game 
already explained. Each chessman, 
whether in transit or resting, that 
reaches any Starting station, shall col- 
lect from the other players three times 
as much without ending the Game. 

3. No player can win the Game if he 
throws his own colors with all three 
dice, but he must move his chessman 
three times or steps the same total of 
dots obtained by throwing, and he must 
also collect three points from the other 
players, but this will not close the Game. 

4. If during the Game a chessman 
reaches a station already occupied by a 
rival chessman, the colors of this must 
be examined, and if it has the colors 
of both, then both may remain there ; 
but if it has the color of only one, then 
that one remains and the other shall re- 
turn to the nearest station having the 
clover leaf of its color. But if neither 
color is found, then both chessmen must 
go back to the nearest station having 
their color. The same applies to all 
three chessmen, this being the maximum 
number that can rest at one time in a 
station ; and if a fourth chessman 
reaches the station, it must go back and 
rest in the nearest station having its 
color. 

5. Falling in color makes collecting 
necessary, whether going in transit or 
resting in the station that has the colors 
obtained ; no matter how they reach the 
station, the player can collect only if the 
station is unoccupied ; but if on going 
back the chessman rests in a station 



11 



having its colors, then he shall collect 
the corresponding points. 

6. If the chessman takes more than one 
step, he may pass over a station al- 
ready occupied by a rival chessman. 

7. The object is to run the whole path 
of the Board, so it is necessary that the 
chessman of each color must pass, with- 
out being sold, through all the Domin- 
ions, and the first one to do this and 
entering his own Dominion again, ar- 
riving at the Starting station, is the first 
to win the Game and collects three 
points from each other player. The sec- 
ond to complete the round collects two 
points from each player still playing, 
and the third one to finish collects one 
point from the three remaining players. 
When this third one finishes, the Game 
is ended. The one who first made the 
circuit throws first for the new Game. 

8. The first and second colors whose 
chessmen complete their travel do not 
continue to throw the dice and, of 
course, do not pay for the falling in 
color of those who continue to play, 
but withdraw their chessmen from the 
Board when they have completed their 
circuit. 

THE CLOVER GAME. 

This is played on Board No. 2, and 
the same dice are used as described in 
the foregoing Game. Each player has 
three chessmen, placed in the Starting 
station. This is a game of calculation, 
and to master it one must concentrate 
one's thoughts, make the moves calmly, 
examining beforehand the stations 
where the chessmen are to rest, accord- 
ing to the colors of the dice thrown. 

The color of each player and also the 
question of who shall throw first are 
determined as in the Games already de- 
scribed. Its rules, based on these al- 
ready given, are as follows : 

1. As each player has three chessmen 
and three dice are used, the owners of 



the different colors obtained by throwing 
the dice, are at liberty to move, one, two 
or the three chessmen, to take the neces- 
sary steps. Example. Let us suppose that 
in the throw X Green, Red, and Black 
come up, and the dots are one, two, 
and five. Each one of these colors shall 
be moved, according to the player's con- 
venience, or with one chessman only 
the step to one station may be made, 
then the second move of two steps, and 
the third move of five steps ; or inversely, 
the first move, of five, the second of two,, 
and the third of 1 step; or the moves 
may be made in any order that best suits- 
the ^player, whose object is to fall in 
color, to put one or more chessmen in 
the Winning station, etc. He may also 
take two steps with one of his chessmen,, 
let us suppose, the first one of five sta- 
tions and the second of one, and with 
another chessman, the one of five steps- 
while with the third chessman the one 
of one step. 

In short, he can move his men with 
perfect liberty, taking advantage of the 
dots thrown, so as to carry his men to 
the stations that are most advantageous, 
the only restriction being that he can- 
not let two chessmen be in the same 
station, which is not admissible, in the 
Game called The Clover. 

2. If in throwing the dice two equal 
colors and one different are thrown, the 
owner of the two equal colors, must 
make as he thinks best, the six steps 
that he has the right to, counting if he 
has three men in his Dominion, two 
steps for each dot thrown. The player 
obtaining the one color will take three 
steps only. 

3. If all three colors are the same 
and belonging to the thrower of the dice,, 
it is already known that that color wins 
the Game, and collects points, etc. But 
if they are of a different color from that 
of the thrower, he must take nine steps 
with one, two, or three men, changing 
the movements as best suits him, count- 
ing three steps for each dot. 



12 



4. When any player succeeds in rest- 
ing a chessman in the Final station, he 
gives notice that a chessman has 
""reached home" and collects from each 
of the other players one point. The 
chessman, once in this station is not 
moved again during the Game ; should 
two chessmen still remain to the player, 
he not having lost any, they will serve 
him for moving in the subsequent throws 
to the extent of the two lower dots of 
the three dice thrown. 

5. When the player succeeds in put- 
ting" a second man home, he gives the 
necessary notice and collects from the 
other players two points. This second 
man remains in the station as the first 
did without being moved again ; if a 
man still remains, this will be used for 
taking the steps corresponding to the 
lowest number of dots, if it is the 
player's turn to move. It is then under- 
stood that (1) if there are two chess- 
men in a player's Dominion, and three 
different dots are cast, the chessmen 
shall be moved with the lower ones ; 
(2) it two same numbers are thrown, 
lower than the third, the two lower 
numbers will serve him for taking the 
two steps; (3) if three equal numbers 
come up in the throw, he shall move two 
cf his chessmen for two of these num- 
bers. In case he has only one chessman 
in his Dominion, one step shall be 
taken only, when the corresponding 
color is thrown, the lower number in- 
dicating the extent of the move. 

6. Whenever a player introduces a 
third chessman in the Winning station, 
he will notify that he "makes clover," 
i. e. he" wins the Game and each of the 
other players pays him three points for 
the last chessman arriving home. With 
this, the Game ends, and the winner is 
first in the new Game. 

7. The payments for throwing shall 
be one point for each chessman in the 
Dominion of the color; but if someone 
has more than three chessmen, three 



points only shall be played, if the color 
comes up once in the throw, and three 
steps must be taken with one, two or 
three of the more advanced chessmen, 
out of the four or more he may have. 
If his color comes out duplicate, he shall 
pay six points and take six steps, as 
already explained. But if another player 
throws the three colors of the one having 
four or more men, the latter can pay 
nine points and take nine steps with the 
chessman or chessmen that suits him, 
out of the three most advanced he may 
possess at that moment. 

8. The chessman which cannot reach 
the Winning station because it has to 
take one or more steps of a greater num- 
ber of stations than the player is lacking 
to reach the Final station, shall be sold 
to the next Dominion, collecting three 
points from the owner of that Dominion. 

9. If in moving a chessman to the end 
of the Dominion, it reaches the Winning 
station on transit, nothing shall be 
charged to the other players, as a charge 
is made only when the chessman rests 
in that station. It is not allowed to sell 
more than one chessman in the same 
throw. 

10. The player without any chessmen 
in his Dominion shall charge when he 
throws, to the players whose colors 
come up, even if his own should be 
thrown, and does not pay anything when 
someone else throws his color. This is so 
because he has no chessmen to move. 

11. It is obligatory to take out of the 
Starting station the three chessmen the 
first and second time their color is 
thrown. 

12. It is not admissible that two or 
three men occupy, in resting, the same 
station, but they may reach on transit 
one already occupied, and if in that 
station the colors thrown be found, he 
shall charge accordingly. 

13. The charge for falling in color 
will be made either when reaching a 



1.3 



station on transit or resting, and if in 
the same throw a fall in color should 
happen twice or three times, every fall 
shall be charged. The same thing must 
be done if one, two or three reach the 
Final station in the same throw; as has 
already been said, one point will be 
charged for the first, two for the sec- 
ond and three for the third to reach 
home, the Game being won in the last 
mentioned instance. 

14. As in the Game of Sales the chess- 
man cannot be moved by the new owner 
in the throw in »which it was sold, i. e. 
no move must be made by the same 
until the color of the Dominion in which 
it was sold be thrown. 

15. Recapitulation. From the foregoing 
explanations is seen that the payment in 
each throw is of one point for each man 
in the Dominion of the color cast ; that 
the steps the chessmen have to take is 
also one for each chessman and each 
color thrown, but when there are more 
than three chessmen, it is always con- 
sidered as if there were only three be- 
cause only three dice with dots are used. 
Remembering the rules of the deduction 
of the steps of each color, it will be 
seen that if the one who throws the dice 
takes the same or greater number of 
steps than the other colors cast, he shall 
not charge anything to the others ; but if 
one or more of the other players take 
more steps than he. he must charge the 
difference ; and if he takes no steps, he 
shall charge the total number of steps 
taken by the others at the rate of one 
point for each chessman in each Domin- 
ion without having reached the Winning 
station, and that when there are more 



than three men in a Dominion, the 
players shall not pay for more than 
three. 

GENERAL REMARKS FOR 
ALL THE GAMES. 

I. The dice shall be thrown all to- 
gether and the throw may be repeated 
only in the case when they fall on each 
other and do not show plainly the upper 
face, or if one of the dice be lacking. 

H. Once a chessman is moved, the 
move cannot be repeated, unless the 
chessman moved belongs to another 
player ; or because the move cannot be 
allowed under the rules. 

III. The player who does not charge 
for falling in color or for throwing the 
dice etc., before the next throw looses 
his right to collect from the other 
players. 

IV. The players shall move their chess- 
men and pay what they owe in their 
order, and if any color wins the Game, 
the moves by the other colors, as shown 
by the dice thrown up are not executed 
nor are the dues payed. For this reason, 
the Dominions are numbered so that if 
in a throw, playing for example, Blue, 
the colors red, blue and white, are cast, 
the player having the blue chessman or 
chessmen number six will move first, 
next, the player having the white chess- 
man number two, and lastly, the^ player 
with the red chessman number three. 
If in the next play, which belongs to the 
player having the green chessman, two 
blacks and one white should come up, 
the 'owner of the white which is the one 
which immediately follows the green and 
is marked with the number 2, will play 



first and after him, the Black having 
the number four. This order is necessary 
to avoid confusion and disputes in a 
fair and properly played Game. 

V. As each chessman is moved in the 
order indicated, the dues will be col- 
lected, since it may happen that the 
color one may arrive at the Winning 
station, collect what is due him, move 
his chessmen forward, sell it to color 
two, collecting what is due him for this 



sale ; he then may move his chessman 
color four, and if it falls in color collect, 
rest the chessman color five in the Win- 
ning station, collect and win the Game, 
and thus be the first to throw in the 
following Game. If in the case of the 
example cited, the proper order is not 
followed out in regard to the moving of 
chessmen, collecting dues, etc., and any 
player gets ahead of another, the natural 
result will be confusion and some 
players will fail to collect their dues. 




15 



